using UnityEngine.Networking; namespace EntityStates.ArtifactShell; public class WaitForIntro : ArtifactShellBaseState { public static float baseDuration = 10f; private float duration; protected override bool interactionAvailable => false; public override void OnEnter() { base.OnEnter(); duration = baseDuration; } public override void FixedUpdate() { base.FixedUpdate(); if (NetworkServer.active && base.fixedAge >= duration) { outer.SetNextState(new WaitForKey()); } } }